tag:blogger.com,1999:blog-3226298509613481208.post6156534135243682576..comments2023-08-18T02:10:12.564-07:00Comments on Saturday Night Sandbox: Session 3: AnalysisBigFellahttp://www.blogger.com/profile/03052419088140204154noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-3226298509613481208.post-63546368785370639022009-05-26T10:32:07.255-07:002009-05-26T10:32:07.255-07:00Hmm. Good point. Maybe a little more attention/pat...Hmm. Good point. Maybe a little more attention/patience on both sides of the screen might have helped this. The game kind of bogged down at one particularly complex juncture, so perhaps I'm overreacting. <br /><br />Also, they got to the dungeon kind of late, and were skirting Calamity Table time. This, however, is a feature, not a bug. I just need to tamp down my merciful DM instincts...BigFellahttps://www.blogger.com/profile/03052419088140204154noreply@blogger.comtag:blogger.com,1999:blog-3226298509613481208.post-23619757669945507882009-05-26T08:37:37.815-07:002009-05-26T08:37:37.815-07:00"I've always found the profusion of weird hallway ..."I've always found the profusion of weird hallway configurations to be a real drag, a total pain to describe and map... I think what I'll do is leave out the accurate description of the hallways unless there are decision points, like crossroads or doors."<br /><br />The cautionary note I'll sound is that good mapping skills are expected to discover how the multiple entrance/exits, secret passages, up/down access all connects. Also areas XIV-XVII. <br /><br />The last I was playing B1, I had just a solo player (with muliple PCs), and she immediately took to the mapping as an interesting challenge unto itself. With multiple players at the table hanging out, I can see how that might be a drag for some of them.Deltahttps://www.blogger.com/profile/00705402326320853684noreply@blogger.com